Though this community-site is pretty damn new, i hope I'll get an answer for my question.I bet this has been explined before, but.How do you go about taking creating, and implenting advanced shaders in your maps?I have made a map in 3ds max, and used the Planeshift exporter script to get it into crystal space format.Now I got a building, which I'd like to have a reflection map on, how should I go about this, and where can I find resources on learning shader programming for this engine?

Well, the engine is able to use CG format shaders using a type of bridge XML shader to pass on information from CS to CG code, also what you're talking about already exists in CS (if you're looking for a textrure+cubemap then there is that shader in the shader gallery) but if you want no texture ontop of that that shader comes with CS in data/shader/reflect.xml also my XML tutorial PART 1 has a part about adding shaders to your materials and how to find out what shader variables you need, so check it out.